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Old 08 June 2017, 14:56   #25
dlfrsilver
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Quote:
Originally Posted by zero View Post
Right, where did you get "16mb" from what? Is that mega BITS or mega BYTES?
Ghouls'n'Ghosts, arcade version, when you emulate it on a PC, takes 16 mega_bytes_ of ram !

Final fight takes 12mb of ram, Strider 16mb of ram, Cadillac and dinosaurs 20mb of ram, etc etc.....

Megabits were only used by the japanese. The US/EURO system is the byte, kilobyte, megabyte, terabyte.

Quote:
The CPS display is NOT planar. The sprite and tile data is stored in a planar format, but the display is tile and layer based with independent palettes. The display is made up of tile maps and sprites. The point here is that you can't simply convert that to a 256 colour planar display.
Ok, ok, let me enlight you : mame doesn't allow the sprite and tilemap display of games that are not PLANAR !

Any game like Shinobi, shadow dancer or any other sega system 16,18,24 just won't display the tilemaps nor the sprites !

Why ? Because mame doesn't support the chunky/bitmap formats !

the Sega systems are MIXING planar assets with bitmap chunky assets

If the CPS systems were not planar, you just should not be able to view the tiles and the sprites inside mame.

In order to detail things better, the Amiga is a planar bitmap display computer, and the CPS system is planar tile display system.

but both are planar. the palette colors attribution has nothing to do with the planar rendering.

Quote:
Also, remember that the 1MB of code is for the arcade hardware...
that's exactly what i was saying above ! you just didn't read what i wrote

Quote:
Which has a second Z80 CPU to run sound, so you can chuck all that out and replace it with a light weight Amiga MOD + sound effects player.
the CPS1 system has only 1 Z80, and not 2. the main CPU is a 68000, clocked either 10 or 12mhz.

But yes, it would need a driver (a specific one able to deal with music and sfx at the same time.)

Quote:
And ditch most of the background animation, because the blitter isn't going to be able to animate all those trees in the first level fast enough...
it's not exactly blitter based, it's display based (VBL based). the CPS hardware doesn't work like an Amiga.

the 68000 here suffers the most, because it has to send the tile metadata to the graphics chips for display or refresh.
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